Aetheria/Assets/Scripts/Gameplay
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Meta Vens 57c2560fc0 Fuse fixes: arming holds for every burst, no-lock rounds stop on the first hull, settle before user code
Operator ruling 2026-09-30: a no-lock round of any fuse stops at the first hull
on its aim line and detonates there (bomb fishing still bursts at max range on
a clear line). CommitBurst no longer special-cases Contact.

Soul's findings on 14f66634..7e620ff9:
- Arming (HIGH): a contact or delayed blast on a hull nearer the muzzle than the
  blast radius detonated at the hull. Armed is now the one owner of the arming
  rule; Solve plans its burst point through it and ApplyBlastHit pushes the hull
  point through it.
- A refused beam never starts (ConstantWeapon.Activate asks Refuses), so
  OnStartFiring no longer flashes visuals and audio for a beam that fires nothing.
- Step removes a shot from the queue before Apply runs damage observers, so a
  throwing observer cannot make the blast repeat every tick.
- AgentFires consults Solve for a fused weapon: a refused weapon is never fired
  and Combat's group pick no longer counts its damage.
- SingleAmmoBurst pays at its first unrefused round in Execute, judged with the
  Range that round flies with, instead of at the trigger on the previous tick's.
- Inspect reads Designated from Solve (FireSolution.Designated) instead of
  recomputing visible, in-range and locked; FireControlDiagnostic drops those
  three fields and the debug HUD shows the one. Combat's group range test is
  FireControl.InReach, the range half of Designated (a LockWeapon must be
  activated to acquire its lock, so Combat cannot ask Designated itself).

Tests pin each rule, plus the two surviving gaps: a pushed-out targeted round's
arrival at the arming distance, and the AgentMinHitProbability boundary.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:31:59 +02:00
..
Weapons Guided projectile: only the simulation's detonation shows an explosion 2026-09-29 20:20:06 +02:00
ActionBarSlot.cs Switch engine asset references from Resources paths to Addressables GUIDs 2026-09-18 05:04:50 +02:00
ActionBarSlot.cs.meta Action Bar (WIP) 2021-04-18 05:13:20 +01:00
ActionGameManager.cs Fuse fixes: arming holds for every burst, no-lock rounds stop on the first hull, settle before user code 2026-09-29 20:31:59 +02:00
ActionGameManager.cs.meta Weapon Scripting Overhaul 2021-01-25 05:53:36 +00:00
ArticulationPoint.cs Swap Unity.Mathematics usings for CultMath 2026-09-14 17:39:12 +02:00
ArticulationPoint.cs.meta Weapon Scripting Overhaul 2021-01-25 05:53:36 +00:00
CapabilityPresentationBinder.cs Add presenter interfaces and a capability event binder 2026-09-17 14:36:27 +02:00
CapabilityPresentationBinder.cs.meta Add presenter interfaces and a capability event binder 2026-09-17 14:36:27 +02:00
CapabilityPresenters.cs Add presenter interfaces and a capability event binder 2026-09-17 14:36:27 +02:00
CapabilityPresenters.cs.meta Add presenter interfaces and a capability event binder 2026-09-17 14:36:27 +02:00
EntityInstance.cs Presentation follows the committed shot, not the selection (F7) 2026-09-29 16:27:54 +02:00
EntityInstance.cs.meta Combat & Visibility & Collisions 2021-02-26 19:01:47 +00:00
FieldDriver.cs Fix ShieldManager's missing-envelope fallback regression 2026-09-18 06:45:07 +02:00
FieldDriver.cs.meta Shields 2025-01-30 01:58:05 +00:00
GameSettings.cs Cut 0: delete dead soundbank and HullHitColor fields (fork X) 2026-09-17 18:22:00 +02:00
GameSettings.cs.meta Misc. Improvements 2021-01-27 16:14:41 +00:00
GridObject.cs Convert engine types through CultMath.UnityBridge 2026-09-14 17:47:33 +02:00
GridObject.cs.meta Loot 2021-04-15 04:25:22 +01:00
HullCollider.cs Cut 12.4(b): Detonate replaces Splash and Entity.Absorb 2026-09-26 01:17:36 +02:00
HullCollider.cs.meta Weapon Scripting Overhaul 2021-01-25 05:53:36 +00:00
ItemPickup.cs Convert engine types through CultMath.UnityBridge 2026-09-14 17:47:33 +02:00
ItemPickup.cs.meta Loot 2021-04-15 04:25:22 +01:00
RadiatorHardpoint.cs Heat System v2 + Lasers 2021-01-27 00:05:30 +00:00
RadiatorHardpoint.cs.meta Heat System v2 + Lasers 2021-01-27 00:05:30 +00:00
ShieldAnimation.cs Loot 2021-04-15 04:25:22 +01:00
ShieldAnimation.cs.meta Loot 2021-04-15 04:25:22 +01:00
ShieldEnvelope.cs Fix ShieldManager's missing-envelope fallback regression 2026-09-18 06:45:07 +02:00
ShieldEnvelope.cs.meta Collapse the two implicit shield ellipsoids into ShieldEnvelope (Cut 2) 2026-09-18 06:33:38 +02:00
ShieldInterceptor.cs Shield panel: gate reuse and Hit on the panel's own radius 2026-09-18 21:02:18 +02:00
ShieldInterceptor.cs.meta Add ShieldInterceptor: the interceptor presenter and panel pool (Cut 3) 2026-09-18 13:51:26 +02:00
ShieldManager.cs Fix ShieldManager's missing-envelope fallback regression 2026-09-18 06:45:07 +02:00
ShieldManager.cs.meta Loot 2021-04-15 04:25:22 +01:00
ShieldTest.cs Swap Unity.Mathematics usings for CultMath 2026-09-14 17:39:12 +02:00
ShieldTest.cs.meta Loot 2021-04-15 04:25:22 +01:00
ShipInstance.cs Cut 8: presentation reads Condition instead of recomputing durability 2026-09-19 04:41:23 +02:00
ShipInstance.cs.meta Combat & Visibility & Collisions 2021-02-26 19:01:47 +00:00
ThrusterHardpoint.cs Weapon Scripting Overhaul 2021-01-25 05:53:36 +00:00
ThrusterHardpoint.cs.meta Weapon Scripting Overhaul 2021-01-25 05:53:36 +00:00
TimedDestroy.cs Restore the stable legacy Unity project 2026-08-10 14:57:50 +01:00
TimedDestroy.cs.meta Restore the stable legacy Unity project 2026-08-10 14:57:50 +01:00
TractorBeam.cs Restore the stable legacy Unity project 2026-08-10 14:57:50 +01:00
TractorBeam.cs.meta Loot 2021-04-15 04:25:22 +01:00
WeaponHardpoint.cs Weapon Scripting Overhaul 2021-01-25 05:53:36 +00:00
WeaponHardpoint.cs.meta Weapon Scripting Overhaul 2021-01-25 05:53:36 +00:00
Weapons.meta Weapon Scripting Overhaul 2021-01-25 05:53:36 +00:00